By Fuzzypotato

I don’t know if SP was going to open up a thread about this in the near future but I am gonna go ahead and do it until they make one. So, like the title says, this is a check out my level thread.

So people can know about your level, post w/the following info:

Mission name

Mission tags

Mission location – describe it the best you can

Basic summary of the mission, not necessarily the objective you gave it when creating the mission, but just what we would be seeing

(If you want to) Problems you think could be fixed but don’t know how to or problems you had that you are unhappy with in general

I’ll start it out

Retake the RFI!

Search and Rescue, Kill ‘em all

On the street in-between the back of the citadel and the compound from the compound assault mission

You’ll be making your way to the docks behind the compound looking for an RFI pickup, blasting a good amount of baddies as you go

I had problems with the briefing commands; I wanted them to go off on a timer so they only appear once rather than going off from a volume box. You could step over them more than once (for some you would have to go really out of your way, but I got blasted into a few) and it would make the dialogue out of place

Feel free to contribute whenever you like and give feedback to others who post!

Thread Replies

Accepted Solution

Problem Solved

It would be much easier for people to find your missions if you linked to them. Users can add your missions to their queue instead of trying to randomly find them with filters. We did this during the beta. Go to this page and click on the "My Published" link on the bottom left of the page. From there, you can click on a mission name and copy the URL, or click your username to link to your author profile. For example here is my profile. It is currently empty, I will recreate some of my beta missions in the near future.

Accepted Solution

Problem Solved

This is a good place to drop your missions until we get these forums looking a bit more spiffy--which won't be long! As stated above, it's always a good idea to use the UGC Website (Community > UGC Missions) to provide a link to your mission so others (as well as us at Sucker Punch) can add it to our queues and play it. One of the quickest ways to get Featured!

Thanks so much, and we all look forward to seeing what sort of awesome missions get turned out!

Take a bit of 'me' time before investigating a large explosion! Contains moral choices!

Not much, open to suggestions. Kinda sad that the Rebels are MUCH harder to kill if you're good due to the karma bonus that lowers civilian damage, but I suppose you wouldn't attack them if you were good in the first place. Would of used the Forced Conduits, but they wouldn't have granted evil karma.

I REALLY liked the construction you did--the rubble and objects you placed, the little yellow bumpers you used to make rebar, it all really looked like a destroyed bridge, and it was very fun to navigate.

However, the explosions at the end killed Cole. This caused the Checkpoint to reload before the mission completed, so it pretty much stuck me in an endless loop and I couldn't complete the mission.

You've obviously completed it yourself since you were able to upload it, so this isn't a 100% occurrence. Though you may want to look into it, because that was the only thing preventing me from Featuring your mission! Super fun platformer otherwise.

Accepted Solution

Problem Solved

For the mission of Matt-The-Silent I REALLY like the idea but hated the execution and I will explain why.

First the text with Zeke was fun... the first time. Then I kept dying and there was not a checkpoint just past this text so I had to skip it everytime. And since Cole doesn't stick to the plattform (why is that Sucker Punch?) I kept falling to my death and was getting more and more frustrated (the first jump from a car to a par of the bridge was tricky even when I was used too). The idea is really good but you need more checkpoint imo and Sucker Punch needs to make it so Cole can grab to those ledges no?

So like I said in retro-spec I really like the idea and the mission but no checkpoint and the fact that Cole doesn't stick to plattform made it really hard, good mission still.

Accepted Solution

Problem Solved

TO THE TOPIC CREATOR: I faced a similar problem than yours in my second level, you face baddies and you need to kill them, once you kill them the NPC move to a location and when you enter the location you will trigger a brief where he will say Follow me. If you were entering it too soon the text would start. Here's how I fixed it; Monitor (Militia incapacitated) => Script (Move NPC to location) => Multiple input switch with one input (My volume was also connected in the input of that switch) and I edit it to All and not Any and then that switch was leading to my dialogue so both conditions had to be met before the brief would trigger (don'tmean to brag and it's not much, but it's funny how you feel smart and proud of yourself when you finally fixed your problem hehe).

So far I've made 2 Counter-Surveillance mission and I will be making a 3rd one and a race one tonight. I plan on being a major player with the UGC and do a lot of (I hope) good level.

Here's the first one Counter-Surveillance it's very similar to the first game, you go at the Cabaret and you need to disable surveillance devices (I know they are bomb but the antenna were dumb since they were too big and couldn't attach to the wall... which makes me wonder why we can't reduce object and attach them to the walls).

The second one is Counter-Surveillance + that I am really proud of and really like (even thought only 1 person played it and rated it a 3 so far). In this one you will need to get to the Cathedral to disable devices and you may have to do some fighting in your way so it's not only a collect or disable mission that some people complain about.

I'd greatly appreciate any thoughts, comments and criticisms on the mission. I haven't had any friends playtest it, so I have been limited in my ability to hear others thoughts. If private messaging is available on the forums, that would probably be the best way w/o derailing this thread ;-).

Thoughts and Problems

-I thought it turned out pretty good for my first effort. It is a small scale test for a more complicated mission I'm considering creating.

-There are some tweaking problems-- hostages will trigger volumes which indicate their distance from the Miltia checkpoint through an onscreen brief. I think this happens for each hostage, when it essentially only matters for the hostage in the lead. It doesn't matter if hostage #3 is at the halfway mark, if #1 is nearly at the checkpoint!

-I like that the mission only has a certain amount of time to complete it (the time it takes for the hostages to make it to the checkpoint) because it forced me to play more aggressively. With playing on hard and w/o full power unlocks, I'll often spend too much time on a rooftop taking a few quick shots before retreating to recoup.

-At least one of the three hostages has to survive to complete the mission. With the Miltia escort and hostages travelling together, I felt that losing ANY hostages would result in failure was too harsh. But I believe less savory Coles could exploit the system by intentionally killing any hostages in the lead, I really don't like that.

- The Hostile Escorts and Hostages follow waypoints through an alley for the whole mission. They seem to suffer from single file line syndrome. I believe this could be fixed by having multiple paths for units to follow.

-The beginning mission briefing is long. It's a banter between Zeke and Cole that's progressed by the player. I felt like the mission goalds need to be conveyed as well as a little goofiness, but I think it's a little too drawn out for such a short mission.

-I tried to make the reward for climbing to rooftops (that is, being in a much better position to attack the miltia) balance with the risk of dealing with miltia snipers. There are a few snipers intended to complicate the rescue (they're positioned over the alleyway) and then there are snipers that can't support the alleyway, but would be in line of sight if you're on the rooftops. I like the idea, but need to flesh it out. Snipers + Guard this area only work so well.

-I like that you have to act fast, but I think that the mission clocking in at about a minute is way too short. I chock this up to mission design and learning the ropes, so probably won't revise it for this mission.

-Players fail if they alert the checkpoint. I quickly set up the checkpoint and it could use more work. I would like to see it on the minimap (so players have an idea of what is off limits), but I don't feel like the current waypoint markers (like the white star) are a good representation of this. As a player, when I see a white star, that means I should go there.

-With multiple ways to fail- all hostages dying, hostages reaching the end point, Cole alerting the Miltia checkpoint- I added a few seconds delay to the mission failure, and launch a brief explaining why the player failed. I hope this reduces players scratching thier heads in confusion, and I think it was something the original infamous did.